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CN113509735B - Game editing system - Google Patents

Game editing system Download PDF

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Publication number
CN113509735B
CN113509735B CN202110340723.6A CN202110340723A CN113509735B CN 113509735 B CN113509735 B CN 113509735B CN 202110340723 A CN202110340723 A CN 202110340723A CN 113509735 B CN113509735 B CN 113509735B
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China
Prior art keywords
plug
data
game
game editor
sharable
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CN113509735A (en
Inventor
谢艺志
蔡罡
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Chengdu Perfect Tianzhiyou Technology Co ltd
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Chengdu Perfect Tianzhiyou Technology Co ltd
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Priority to CN202110340723.6A priority Critical patent/CN113509735B/en
Publication of CN113509735A publication Critical patent/CN113509735A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/77Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/44Arrangements for executing specific programs
    • G06F9/445Program loading or initiating
    • G06F9/44521Dynamic linking or loading; Link editing at or after load time, e.g. Java class loading
    • G06F9/44526Plug-ins; Add-ons

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Software Systems (AREA)
  • Theoretical Computer Science (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Physics & Mathematics (AREA)
  • General Engineering & Computer Science (AREA)
  • General Physics & Mathematics (AREA)
  • Stored Programmes (AREA)

Abstract

The invention discloses a game editing system. The system comprises: a first card comprising at least one first data and at least one second data. At least one first data is non-sharable data and at least one second data is sharable data; sending sharing notification information to the game editor, and sharing the second data to the game editor; a game editor provided with a first plug-in and a second plug-in; for providing the shared second data to the second plugin such that the second plugin obtains at least one first data based on the second data. Through the scheme, the first plug-in can acquire plug-in information through the information interface of the first plug-in and perform relevant data definition, at least one sharable second data is defined, the second plug-in can acquire the sharable second data according to the needs, the second plug-in initialization and relevant operations can be completed by using the second data, plug-in updating and application operation processes can be simplified, use and management of the plug-in are facilitated, and plug-in utilization efficiency is improved.

Description

Game editing system
Technical Field
The embodiment of the invention relates to the technical field of Internet, in particular to a game editing system.
Background
With the development of internet technology, business systems are becoming increasingly large and complex. In order to meet different service requirements, the whole service system is generally disassembled into independent plug-ins of different service units.
In the prior art, an executable file is generally disassembled and packaged according to the requirement, and a configuration file containing the plug-in information is generated, so that the files are more and scattered. When the plug-in is installed or updated through the game editor, the preset address is accessed, the configuration information in the related configuration file is read, and then the plug-in is installed or updated. In addition, when the plug-in is operated through the game editor, the plug-in independently processes data or processes data after reading data at a designated position. It can be seen that the installation and updating of the plug-in, as well as the running of the plug-in, need to be obtained from outside, and that the game editor application plug-in is inconvenient.
Accordingly, there is a need for a solution that can simplify the application of plug-ins.
Disclosure of Invention
The embodiment of the invention provides a game editing system which is used for improving the scheme of plug-in application efficiency.
In a first aspect, an embodiment of the present invention provides a game editing system, including:
a first plug-in comprising at least one first data and at least one second data; wherein the at least one first data is non-sharable data and the at least one second data is sharable data; sending sharing notification information to a game editor, and sharing the second data to the game editor;
The game editor is provided with the first plug-in and the second plug-in; for providing the second shared data to the second plug-in, so that the second plug-in obtains the at least one first data based on the second data.
Optionally, the second plug-in sends a query request for the second data to the game editor;
And the game editor inquires that the second data exists based on the inquiry request, and then sends the second data to the second plug-in.
Optionally, the second plug-in obtains at least one first data in the first plug-in according to the at least one second data.
Optionally, the second plug-in reads the at least one second data, and performs an initialization operation according to the at least one second data.
Optionally, if the game editor reads that the at least one second data is modified, saving the modified sharable at least one second data.
Optionally, the method further comprises: a plug-in management interface;
the plug-in management interface displays plug-in information of the first plug-in and/or the second plug-in;
Triggering an operation on the first plug-in and/or the second plug-in response to a modification request for the plug-in information; wherein the operations include at least one of: installing, updating and deleting.
Optionally, the game editor defines a function interface and a data structure according to a function; wherein, the functional interface includes: an information interface and a data interface; and compiling and generating the first plug-in and/or the second plug-in based on the functional interface and the data structure.
Optionally, after compiling and generating the first plug-in and/or the second plug-in, the game editor issues the first plug-in and/or the second plug-in to a storage address specified by the game editor.
Optionally, the method further comprises: the second plug-in determines a basic attribute based on the acquired at least one second data, so that the second plug-in performs a corresponding operation based on the basic attribute.
Optionally, the method further comprises: the second plug-in performs superposition attribute checking on the second plug-in based on the acquired at least one first data; the superposition attribute is generated after the first data superposes the basic attribute.
In an embodiment of the invention, the first plug-in comprises at least one first data and at least one second data; wherein the at least one first data is non-sharable data and the at least one second data is sharable data; sending sharing notification information to a game editor, and sharing the second data to the game editor; the game editor is provided with the first plug-in and the second plug-in; for providing the second shared data to the second plug-in, so that the second plug-in obtains the at least one first data based on the second data. After the second plug-in is started, it is necessary to detect whether second data associated with the plug-in is stored. If the second data associated with the second plug-in is found after detection, the local address of the second data can be allocated to the second plug-in, so that the second plug-in can operate according to the second data required by the local address after being started. Through the technical scheme, the first plug-in can acquire plug-in information through the information interface of the first plug-in and perform relevant data definition, at least one sharable second data can be defined, the second plug-in can acquire the sharable second data according to the needs, and the second plug-in initialization and related operations can be completed by utilizing the second data, so that plug-in updating and application operation processes can be simplified, the plug-in can be conveniently used and managed, and plug-in utilization efficiency is improved.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, a brief description will be given below of the drawings required for the embodiments or the prior art descriptions, and it is obvious that the drawings in the following description are some embodiments of the present invention, and that other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a schematic flow chart of a game editing system according to an embodiment of the present application;
Fig. 2 is a schematic diagram illustrating an application of a game editing system according to an embodiment of the present application.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present invention more apparent, the technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present invention, and it is apparent that the described embodiments are some embodiments of the present invention, but not all embodiments of the present invention. All other embodiments, which can be made by those skilled in the art based on the embodiments of the invention without making any inventive effort, are intended to be within the scope of the invention.
The terminology used in the embodiments of the invention is for the purpose of describing particular embodiments only and is not intended to be limiting of the invention. As used in this application and the appended claims, the singular forms "a," "an," and "the" are intended to include the plural forms as well, unless the context clearly indicates otherwise, the "plurality" generally includes at least two.
The words "if", as used herein, may be interpreted as "at … …" or "at … …" or "in response to a determination" or "in response to a detection", depending on the context. Similarly, the phrase "if determined" or "if detected (stated condition or event)" may be interpreted as "when determined" or "in response to determination" or "when detected (stated condition or event)" or "in response to detection (stated condition or event), depending on the context.
In addition, the sequence of steps in the embodiments described below is only an example and is not strictly limited.
With the development of software technology, software services are more and more complex. To meet different service requirements in the system, the plug-ins with different functions are generally split according to different services. These plug-ins typically include a run file and a configuration file during the manufacturing and use process. During the installation and use of the plug-in, the game editor is required to obtain the plug-in and the configuration information related to the plug-in from the designated position. The game editor is restricted by various conditions when obtaining plug-ins and configuration information. For example, the current network is not smooth or has no network, which may cause the game editor to fail to obtain the plug-in or configuration information, and adversely affect the call of the plug-in by the game editor.
For ease of understanding, the game editing system is specifically illustrated below. Fig. 1 is a schematic structural diagram of a game editing system according to an embodiment of the present application.
A first plug-in comprising at least one first data and at least one second data; wherein the at least one first data is non-sharable data and the at least one second data is sharable data; sending sharing notification information to a game editor, and sharing the second data to the game editor;
The game editor is provided with the first plug-in and the second plug-in; for providing the second shared data to the second plug-in, so that the second plug-in obtains the at least one first data based on the second data.
In the game editor, a plurality of various functional plug-ins are installed simultaneously according to the functional effect requirement, for example, after a new prop is developed or a new special effect is developed and a game user is upgraded in a grade, corresponding action special effects or prop and special effects can be correspondingly upgraded, and at the moment, plug-ins for realizing prop and skill special effects are also required to be upgraded. After the game editor is started, whether the required plug-in is installed in the current game editor is judged, if not, the plug-in needs to be installed and acquired, and if so, the plug-in can be updated to acquire the available plug-in, and the required plug-in can also be directly started.
In the technical scheme of the application, data (such as the second data) can be shared between the game editor and the plug-in and between the plug-in and the plug-in. That is, the plug-in may not configure the corresponding configuration file alone, but obtain information required for configuration through sharing data in the process of plug-in installation or plug-in use by the game editor.
In practical application, when game editing is performed, the plug-in units can be separated from the game editors according to requirements, namely, a part of codes are packaged into independent plug-in units according to functions, so that the required plug-in units can be selected according to requirements when the game editing is performed, various required plug-in units can be selected according to requirements by various game editors, and repeated development work can be effectively reduced. When the plug-in definition is performed, the data parameters in some plug-ins are the same, i.e. multiple plug-ins can share the same data. In general, a game editor needs to cooperate with a plurality of plug-ins to achieve the desired functionality. For ease of understanding, the following will illustrate the implementation of a game editor in conjunction with two plug-ins (a first plug-in and a second plug-in).
In an embodiment of the application, a first plug-in (e.g., may be a skill plug-in) and a second plug-in (e.g., may be a prop plug-in) are included. At least one first data which is not shareable is defined in the first plug-in, and the part of the data is only used by the first plug-in to realize the required functional effect. At least one second data is defined that is shareable and that is shareable for use by other plug-ins (e.g., the second plug-in described herein). For example, when defining the first plug-in, the at least second data determined includes: data ID, data name, data version, last modification time, last modifier, data second data (e.g., string, number, custom structure, etc.). Further, constructing the second data based on the second data, and then notifying and sharing the second data to the game editor (e.g., storing to a storage address specified by the game editor, which can provide shared data to other plug-ins and receive shared data provided by other plug-ins). The first data is as non-sharable data in the first plug-in, such as a skill time attribute, a skill effect attribute, and the like.
After the first plug-in is defined, the first plug-in notifies the game editor that the second data needs to be shared and sends the second data to the game editor. When sharing the second data in the game editor, the second data can be actively shared by the game editor to the second plugin, or can be actively queried and acquired by the second plugin. The following are examples.
For example, the game editor, upon receiving the sharable second data, may send the shared second data to other plug-ins (or perform directed sharing according to the user-specified plug-in) in addition to the first plug-in. If the game editor is updated and a new plug-in (for example, a third plug-in and a fourth plug-in) is connected, the game editor can timely send the shared second data required by the two plug-ins to the new plug-in and also send the shared data or the second data required by the new plug-in to the game editor. Thus, data sharing among a plurality of plug-ins is achieved through the game editor.
For another example, a query request for the second data may be sent by the second plug-in to the game editor. And the game editor inquires that the second data exists based on the inquiry request, and then sends the second data to the second plug-in. Specifically, after the game editor receives the query request, it checks whether there is sharable second data or whether there is second data that can be shared to the second plug-in (because in practice, some second data or data can only be shared to a specific part of the plug-in). When the game editor confirms that sharable second data exists or the data exists, the sharable second data is sent to the corresponding second plugin so that the second plugin performs the corresponding action.
After the second plug-in obtains the required second data, the second plug-in obtains the corresponding accessory complete data according to the sharable at least one second data, namely, obtains at least one first data (the data is not sharable), so that more diversified and more complex functional effects can be realized. For example, the second plug-in checks the temporal properties of the first plug-in (e.g., the prop plug-in checks whether the skill plug-in is a sustainable skill) or checks the special effects properties of the first plug-in (e.g., the prop plug-in checks whether the skill plug-in has an impact on the display special effects of the prop plug-in). After the second plug-in obtains the second data, in order to further obtain the first data, the first data may be obtained based on the first plug-in identifier associated with the second data stored locally in the game editor.
In the technical scheme of the application, the game editor, the first plug-in and the second plug-in are positioned in the same local area network. In some application scenarios, there may be a situation that a network connected with the outside is disconnected or the network speed is poor, but because the game editor and the first plugin and the second plugin are located in the same local area network, the game editor and the first plugin and the second plugin are not affected by the network disconnection, and plugin calling, inter-plugin data sharing (namely, the second data in the application) and the like can be normally realized.
In practical application, if it is judged that the game editor does not install the first plug-in or the second plug-in, a storage address for storing the first plug-in and/or the second plug-in may be acquired. As noted above, the memory address referred to herein is a local address. In the application process, the plug-in can be stored in at least one storage address, and in addition, a plurality of different plug-ins (for example, a third plug-in, a fourth plug-in and the like) can be simultaneously stored in the local address of the storage plug-in, so that the game editor selects the corresponding plug-in name and version number according to the requirement.
In practical applications, the game editor may determine whether the first plug-in is already installed in the current game editor before the first plug-in is installed. If the required first plug-in is installed, the first plug-in can acquire second data (the second data can also be data in shared data) through an information interface of the first plug-in. The game editor, as described above, then installs the second plug-in as needed, upon completion of the first plug-in. After the game editor installs the second plug-in, initializing operation is carried out according to at least one sharable second data corresponding to the second data. In practical applications, some plug-ins need to be implemented based on shareable second data during use. For example, the sharable second data are compatible configuration parameters in the current game editor to which the second plug-in is applied, and after the second plug-in is installed and reads the sharable second data, the second plug-in needs to perform an initialization operation based on the sharable second data, so that the normal application of the second plug-in can be realized.
In the technical scheme of the application, the acquisition of the second data is realized through an information interface defined by the plug-in. Unlike conventional configuration by configuration files. The information interface can be used to meet the requirement of acquiring different information of the first plug-in, wherein the different information is not limited to configuration information.
If it is detected that there is an update of the second data (this update may be performed by the first plug-in or the second plug-in), the game editor obtains the second data update information based on the detected update content cue information. In practical application, the game editor monitors the update information, and the game editor can periodically check the update information, or the second plug-in or the first plug-in actively sends out update prompt information when the content is updated.
After the game editor is started, the game editor reads the sharable second data associated with the plug-in through the access address of the sharable second data after detecting that the sharable second data exists currently. Further, the game editor performs a corresponding logical response based on the sharable second data to obtain the unshared first data. The sharable second data as referred to herein may be data other than control instructions, such as text content, current game editor version, and so forth. The logic response here may be, for example, modification or adjustment of the acquired text content by using a plug-in. To facilitate the retrieval and manipulation of sharable second data by the plug-in and game editor, the sharable second data may be stored in a local or other common storage unit. If the second data is stored locally, the user can acquire the needed shareable second data under the condition of network disconnection. In addition, because the shareable second data may be stored in any location that facilitates game editor and plug-in acquisition, excessive reliance on a centralized management platform is avoided.
After the second plugin reads the sharable at least one second data required by the second plugin, in some application scenarios, the plugin may perform related operations such as updating, deleting and the like on the sharable at least one second data, so that the sharable at least one second data is modified. And if the second plug-in modifies the at least one second data in the executing operation process, saving the modified sharable at least one second data. In the scheme of the application, the sharable at least one second data can be shared by a plurality of plugins, and the plugins can be allowed to correspondingly modify the sharable at least one second data, so that the sharable at least one second data can be updated in time, and the sharing requirement can be better met.
In one or more embodiments of the present application, further comprising: and a plug-in management interface. And the plug-in management interface displays plug-in information of the first plug-in and/or the second plug-in. Triggering an operation on the first plug-in and/or the second plug-in response to a modification request for the plug-in information; wherein the operations include at least one of: installing, updating and deleting.
In order to facilitate a user to more intuitively understand the relevant information of each plug-in (e.g., the first plug-in and the second plug-in), such as the second data, the plug-in update status, etc., may be presented to the user through a visual interface. In the scheme of the application, a display plug-in management interface is arranged. The first data, the second data and other related data of the first plug-in can be seen in real time in the interface.
When the user wants to modify any target plug-in the displayed plug-in management interface, the corresponding operation on the target plug-in can be directly performed based on the current interface. For example, a card may be deleted or uninstalled in the event that the card is no longer in need of use or a problem arises with the card. Then the user can operate it directly in the display plug-in management interface through an unload control or a delete control. It is further readily understood that other operations may also be performed on the plug-in via the display plug-in management interface, such as plug-in installation, plug-in updates, and the like.
The process of generating the plug-in is illustrated below. The game editor defines a function interface and a data structure according to functions; wherein, the functional interface includes: an information interface and a data interface; and compiling and generating the first plug-in and/or the second plug-in based on the functional interface and the data structure.
In order to make the plug-in have a larger application range, the plug-in can be realized by reserving a functional interface when the plug-in is generated. I.e. no corresponding configuration files are configured for each plug-in, and the information interface is reserved in advance. The functional interface here includes at least: an information interface and a data interface. The information interface is used for receiving specific information, for example, can be used for receiving plug-in state information. The data interface may be used, for example, to receive sharable second data, and so on.
In practical application, after compiling and generating the first plug-in and/or the second plug-in, the plug-in is issued to a storage address designated by a game editor in the intranet. So that the game editor can obtain the required plug-ins at any time.
After the game editor is started, plug-ins required by the game editor to perform operations are obtained. After the plug-in is started, it is necessary to detect whether sharable second data associated with the plug-in is stored. If no sharable second data associated with the plugin is found after detection, an access address of the sharable second data can be allocated to the plugin, so that the plugin can acquire the required sharable second data or operate on the sharable second data according to the access address after starting. Through the technical scheme, the requirements of the game editor on the plug-ins are met based on the functional interface definition and the structural definition defined by the game editor, the plug-ins can be initialized and related operations can be completed by using the shareable second data, the plug-in application operation process can be simplified, and the plug-ins can be managed conveniently.
In one or more embodiments of the present application, further comprising: the second plug-in determines a basic attribute based on the acquired at least one second data, so that the second plug-in performs a corresponding operation based on the basic attribute.
For example, as previously described, assume that the first insert is a skill insert and the second insert is a prop insert. During game play, the props and skills can show different skill effects under the comprehensive action. Some props are skill-matched, i.e., only the skill specific to the prop can be displayed. Therefore, after the prop obtains the sharable second data, the basic attribute of the current skill plugin needs to be checked to determine whether the basic attribute of the skill plugin matches the prop plugin. If not, the desired skills cannot be revealed by the prop, and other skill plugins appropriate for the prop plugin to the game editor need to be re-adapted. For example, the operator may be prompted by a prompt that the current first plug-in selected for the second plug-in is the wrong plug-in.
In one or more embodiments of the present application, further comprising: the second plug-in performs superposition attribute checking on the second plug-in based on the acquired at least one first data; the superposition attribute is generated after the first data superposes the basic attribute.
It is readily understood that some skill plugins have other levels or effects attributes in addition to basic attributes, which have more complex triggering, execution logic. Thus, after the sharable second data is acquired, the first data, which is also attributed to the first plug-in, may be further acquired based on the second data. The first data is used for carrying out attribute superposition upgrading on basic attributes of the second data so as to obtain superposition attributes. For example, the prop can realize a certain basic skill through the second data, in the first data, the time attribute, the effect attribute, the skill killing power, the effective killing distance and the like of the skill are limited, and along with the improvement of the game player level, the corresponding skill time length, the skill killing power, the effective killing distance and the like are correspondingly improved. Therefore, after the second plug-in obtains the first data based on the second data, the superposition attribute is further checked to determine whether the current superposition attribute is valid and meets the requirement of the skill upgrading logic.
For ease of understanding, the following illustrates how the game editing system may be applied. Fig. 2 is a schematic diagram illustrating an application of a game editing system according to an embodiment of the present application. As can be seen from fig. 2.
Game editor and data processing background. Wherein the game editor is used to define a functional interface through which data interaction with a plug-in (which may be the first plug-in and/or the second plug-in) is effected, such as may be used to obtain the second data. After the game editor obtains the second data, an operation request for the plug-in can be initiated to the data processing background according to the second data. For example, the control data processing background performs operations such as installation, operation, management and the like on the plug-in.
The data processing background is used for generating and storing sharable second data locally according to the structure definition; and executing the initialization operation of the plug-in according to the operation request, so that the plug-in acquires the second data through an information interface and/or a data interface to realize initialization.
Specifically, after the game editor is started, it is checked whether the required plug-in is installed in the current game editor, if the required plug-in is not installed, the game editor sends an installation request to the data processing background, and then the game editor obtains the required plug-in based on the storage address, and the installation operation is executed through the data processing background.
After the game editor is started, if at least one plug-in installed in the current game editor is checked to need to be updated. The game editor may send an update request to the data processing background. In particular, the game editor may further be configured to: and sending the update request to the data processing background, and further updating the plug-in by the data processing background through the plug-in management module. In practical applications, the data required for updating, such as plug-in upgrade configuration parameters, etc., can be obtained through shareable second data. As noted above, the shareable second data is data that can be stored anywhere, and the game editor can implement plug-in updates as needed at any time, and is no longer constrained by the network.
The embodiments described above are merely illustrative, wherein the various modules illustrated as separate components may or may not be physically separate. Some or all of the modules may be selected according to actual needs to achieve the purpose of the solution of this embodiment. Those of ordinary skill in the art will understand and implement the present invention without undue burden.
From the above description of embodiments, it will be apparent to those skilled in the art that the embodiments may be implemented by adding necessary general purpose hardware platforms, or may be implemented by a combination of hardware and software. Based on such understanding, the foregoing aspects and their substantial or contributing portions may be embodied in the form of a computer product, which may take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, etc.) having computer-usable program code embodied therein.
Finally, it should be noted that: the above embodiments are only for illustrating the technical solution of the present invention, and are not limiting; although the invention has been described in detail with reference to the foregoing embodiments, it will be understood by those of ordinary skill in the art that: the technical scheme described in the foregoing embodiments can be modified or some technical features thereof can be replaced by equivalents; such modifications and substitutions do not depart from the spirit and scope of the technical solutions of the embodiments of the present invention.

Claims (9)

1. A game editing system, comprising:
a first plug-in comprising at least one first data and at least one second data; wherein the at least one first data is non-sharable data and the at least one second data is sharable data; sending sharing notification information to a game editor, and sharing the second data to the game editor;
The game editor is provided with the first plug-in and the second plug-in; for providing the second shared data to the second plugin, so that the second plugin obtains the at least one first data based on the second data;
The second plug-in performs superposition attribute checking on the second plug-in based on the acquired at least one first data; the superposition attribute is generated after the first data superposes the basic attribute.
2. The system of claim 1, wherein the second plug-in sends a query request for the second data to the game editor;
And the game editor inquires that the second data exists based on the inquiry request, and then sends the second data to the second plug-in.
3. The system according to claim 1 or 2, wherein the second plug-in obtains at least one first data of the first plug-ins from the at least one second data.
4. The system of claim 1, wherein the second plug-in reads the at least one second data and performs an initialization operation based on the at least one second data.
5. The system of claim 4, wherein the game editor, if reading the at least one second data is modified, saves the modified at least one second data.
6. The system of claim 1, further comprising: a plug-in management interface;
the plug-in management interface displays plug-in information of the first plug-in and/or the second plug-in;
Triggering an operation on the first plug-in and/or the second plug-in response to a modification request for the plug-in information; wherein the operations include at least one of: installing, updating and deleting.
7. The system of claim 1, wherein the game editor defines a function interface and a data structure according to a function; wherein, the functional interface includes: an information interface and a data interface; and compiling and generating the first plug-in and/or the second plug-in based on the functional interface and the data interface.
8. The system of claim 7, wherein the game editor issues the first plug-in and/or the second plug-in to a memory address specified by the game editor after compiling to generate the first plug-in and/or the second plug-in.
9. A system according to claim 3, further comprising:
the second plug-in determines a basic attribute based on the acquired at least one second data, so that the second plug-in performs a corresponding operation based on the basic attribute.
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